Reaching a game over screen and having to reload is fundamentally different, because depending on how long ago your last save was, you can lose a lot more progress, you lose levels and items and the world state resets.
Yeah, if you're sloppy about saving (I'm very guilty of this) the consequences can potentially be more severe (and also, losing progress because I've forgotten to save in a while is far more frustrating than any permadeath
). But in the situation I provided above, where you're faced with a potentially deadly encounter and have to choose between taking it on or not, with ample time to decide, you'd think to save before taking the plunge. At least I would. I think it boils down to the fact that even though self-imposed saving restrictions are possible, they don't give me quite the same kick. If you can't understand that, we're at an impasse.
Moreover, this is an issue that applies pretty much exclusively to Dark Souls, which isn't representative of limited-save systems in general. You're right that the DS system makes dying less impactful, but to compensate you tend to do a lot more of it. It's an unorthodox system that requires a certain mold and a high degree of commitment in order to work properly, and you won't hear me say that it should become any sort of standard. It just happens to be a variant of restricted saving that works extremely well.
I meant that you don't have to redo it immediately if you don't feel like it (assuming you lost your original bloodstain or don't care about it). You'll have to return later, but in the meantime you can try some other route. That makes it a lot less repetitive and bothersome.
True, and that's a credit to the game to be sure, but in practice I rarely do that. When frustration creeps in I prefer to take a break rather than give up, even if it's only temporary. I could be in the minority here, I don't know. In any case, going through the same level multiple times in a row isn't nearly as terrible as you make it out to be.
That's not to say I disagree - having multiple paths available is nearly always a good thing, whether the game is open-world or not. In the case of Dark Souls it also facilitated the creative shortcuts and looping level design which to many of us made the gameworld feel so special.
What would others be (except for roguelikes)?
Two excellent CRPGs with limited saving are Dark Heart of Uukrul and Wizardry. These games, and many others in the same vein, are all about weighing the allure of braving the unknown against the safety and guaranteed progress of retreating to a save spot (of course they have many other qualities besides, but you get what I mean). It's a great dilemma which has almost entirely disappeared from non-roguelike RPGs.